protected void SetupShadowShieldRenderer(ShadowShieldEffect shld, RadioactiveSource parent)
        {
            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);

            shld.renderer = go;
            Destroy(go.GetComponent <Collider>());
            go.transform.parent        = parent.part.partTransform;
            go.transform.localPosition = shld.localPosition;
            go.transform.localScale    = shld.dimensions;

            go.transform.up = parent.EmitterTransform.position - go.transform.position;

            MeshRenderer m = go.GetComponent <MeshRenderer>();

            m.material             = new Material(Shader.Find(RadioactivitySettings.overlayRayMaterial));
            m.material.color       = Color.blue;
            m.material.renderQueue = 3000;

            if (RadioactivitySettings.debugOverlay)
            {
                Utils.Log("Overlay: Showing shadow shield on " + parent.SourceID);
            }
        }
        protected void SetupShadowShieldRenderer(ShadowShieldEffect shld, RadioactiveSource parent)
        {
            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            shld.renderer = go;
            Destroy(go.GetComponent<Collider>());
            go.transform.parent = parent.part.partTransform;
            go.transform.localPosition = shld.localPosition;
            go.transform.localScale = shld.dimensions;

            go.transform.up = parent.EmitterTransform.position - go.transform.position;

            MeshRenderer m = go.GetComponent<MeshRenderer>();
            m.material = new Material(Shader.Find(RadioactivitySettings.overlayRayMaterial));
            m.material.color = Color.blue;
            m.material.renderQueue = 3000;

            if (RadioactivitySettings.debugOverlay)
            Utils.Log("Overlay: Showing shadow shield on " + parent.SourceID );
        }